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Experimenting with a new way of doing stochastic transparency. It still uses a checkerboard pattern, but allows for both variable transparency, tinted and frosted glass by recombining transparent and opaque pixels in a post-pass. Looks pretty promising so far!

112,658 views • 3 years ago •via X (Twitter)

10 Comments

Alexey Panteleev's profile picture
Alexey Panteleev3 years ago

Sounds somewhat similar to how we did it in Q2RTX / Minecraft RTX. See my old blog post about it:

namecanbeblank's profile picture
namecanbeblank3 years ago

Multiplayer tear down when

Oskar Stålberg's profile picture
Oskar Stålberg3 years ago

Oh that's real clever!

Victor Careil's profile picture
Victor Careil3 years ago

Looking good!

Alex (Cama)'s profile picture
Alex (Cama)3 years ago

I'm so sad nothing was destroyed in this video.

Maksymilian Genewicz's profile picture
Maksymilian Genewicz3 years ago

Any chance you could take a look at the motion blur rendering order while you're at it? It seems it's being applied after tonemapping, rather than before, so the bright light streaks turn into mush, rather than having that nice brightness.

Valentin's profile picture
Valentin3 years ago

@PottuVoi Looking great! Is this somehow similar to this experiment I did a while back?

jackpoli's profile picture
jackpoli3 years ago

Love the new glass Dennis! I was just wondering if maybe in the future a saving system (not quicksaves, actual saves) ala Garry’s Mod could be added? With the spawn menu and the new build mode you’ve been working on I think it would be a great addition!

IX Producitons's profile picture
IX Producitons3 years ago

Neat!, not that many screen space artifacts either, super cool

StrainZex's profile picture
StrainZex3 years ago

Looks good pretty good but when’s the MP update and the moving voxel character update? Those were teased and were you experimenting with those months ago

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